Traps, Tripwires and Explosions

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Chomley-Warner
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Re: Traps, Tripwires and Explosions

Postby Chomley-Warner » Thu May 20, 2010 12:15 pm

Jeds are trained to drop in without anyone else noticing.
(but Matt told me he had booked this morning. :giggle: )
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webby
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Re: Traps, Tripwires and Explosions

Postby webby » Thu May 20, 2010 12:17 pm

:good:

Been looking forward to this game for coming up to a year now!
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Re: Traps, Tripwires and Explosions

Postby marsha » Thu May 20, 2010 2:30 pm

same here :D
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Wladek
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Re: Traps, Tripwires and Explosions

Postby Wladek » Thu May 20, 2010 2:33 pm

Oh yes. :D Eating mein sausage. Guarding mein post. stabbed by einen Britisherkommando! :twisted:
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Re: Traps, Tripwires and Explosions

Postby webby » Thu May 20, 2010 3:03 pm

Or Ammerikannaschweinhuntkommando! hehe
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Re: Traps, Tripwires and Explosions

Postby HeadShot » Thu May 20, 2010 3:50 pm

webby wrote:Or Ammerikannaschweinhuntkommando! hehe


It's the denisons what confuse 'em.
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Re: Traps, Tripwires and Explosions

Postby webby » Thu May 20, 2010 5:12 pm

Mwhahahaha :)

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Re: Traps, Tripwires and Explosions

Postby Sgt.Heide » Thu May 20, 2010 5:20 pm

2 full Jed teams is great, so far. Just a couple shy from the SAS too. Hopefully, we'll see an influx of Germans too, come the end of the month, as we're still waiting on 7 or 8 who said they'll be playing as Germans. Prop building is going nicely and we've sorted the gameplan as well. So, it's all "go"!
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Re: Traps, Tripwires and Explosions

Postby Wladek » Thu May 20, 2010 5:24 pm

:happydance: , more Germans so we don't have to do too much work individually. :whistle:
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Re: Traps, Tripwires and Explosions

Postby Gunman » Thu May 20, 2010 9:07 pm

Zero Bravo wrote:Message recieved and understood.
I just think its a bit of banter and excitment, I for one, am really looking forward to this event. The 24 hour element really requires one to fine tune one's kit. It's a matter of the age old dilemma of "Do I take that bit of kit or not?"
From what I understand of Heide's post, it's not necessary to bring all the mines and trip wires etc, but it's so frustrating when you're in game lacking a piece of kit, you have at home. However it is a fine balance betwen that and what you are prepared to lug about for 24hours on the off chance that you might use it.


A pack of cards will go along way when on stag or waiting out in a fox hole. Ill be taking 52 for a shifty hand off rummy where I can. Also as im not a smoker ill be carrying a pack of candy smokes as my anti :good:
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Re: Traps, Tripwires and Explosions

Postby Zero Bravo » Thu May 20, 2010 9:54 pm

...I'll see your candy smoke and raise you one segment of Scho-Ka-Cola :D
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Re: Traps, Tripwires and Explosions

Postby Gunman » Fri May 21, 2010 7:47 am

Zero Bravo wrote:...I'll see your candy smoke and raise you one segment of Scho-Ka-Cola :D


look here jerry, my candy smoke is worth atleast 4 segments of your Scho-Ka-Cola. Tell you what, ill swap you a .45 for your 9mm and lets see who lives....winner takes all! :giggle:
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Re: Traps, Tripwires and Explosions

Postby Broadsword » Fri May 21, 2010 6:31 pm

It's the denisons what confuse 'em


I misread that first time round as "Dimensions", which would be true for many Americans I guess...

I take the direction about explosive things. Just checking. No dampening of enthusiasm, the quite the opposite really !
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Re: Traps, Tripwires and Explosions

Postby Sgt.Heide » Fri May 21, 2010 7:06 pm

Excellent! My own enthusiasm is rising by the day, as I ponder maps and plans, as well as building props. Rain or shine, it will be a good 'un.
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Re: Traps, Tripwires and Explosions

Postby webby » Mon May 24, 2010 9:23 am

So long as everyone is suitably equipped, the rain shouldnt cause a problem! :)
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